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How-to · Rigging

Animating AI 3D Characters: Mocap, AI Animation and Libraries

Where animation for an AI-generated character can come from: libraries, video mocap, text-to-motion and hand keyframing, and what each documents on price and output.

For an AI-generated character that is already rigged, animation comes from one of four places: a stock library applied to your rig, motion captured from video, motion generated from text, or keyframes you or a tool author by hand. The practical split is between motion you need to look specific (a hero attack, a signature emote) and motion that only needs to look plausible (idle, walk, run). Libraries and generators cover the second well on paper; the first usually costs time.

The four sources

Stock libraries. Several generators bundle ready-made motions that retarget onto their own rigs.

  • Tripo’s developer site (developers.tripo3d.ai) lists Animation Retarget at 10 credits per animation, with 16 universal presets on v2.5 and v3.0 rigs, 90+ biped presets on v1.0, and batches of up to 5.
  • Meshy’s web pricing page lists Animate at 0 credits per clip for the free set, with clips beyond that needing a paid plan. Its API lists Animation at 3 credits per action, and its Animation endpoint accepts one preset (action_id), or 1 to 10 presets merged into a single file (action_ids).
  • 3D AI Studio’s docs list 12 animation presets at 15 credits each and rigging at 15 to 20 credits.
  • Mesh2Motion is a free, open-source browser tool, not a generator. Its site lists over 170 animations and skeleton rigs for humans, birds, dragons, foxes, horses, fish, snakes, spiders and kaiju. The GitHub repository puts the code under MIT and the art assets, including animations, under CC0.
  • Mixamo’s animation library is widely used with AI characters; we could not read Adobe’s current pricing or terms, so its cost and limits are unverified (see using Mixamo with AI models).

Libraries tie you to a skeleton. Meshy’s creature “Smart Rig” output, for example, cannot use its animation library, per its own guide. Check that before choosing a tool for a non-humanoid; non-humanoid rigs covers the alternatives.

Motion from video. DeepMotion converts 2D video into skeletal animation. A 3Dnext review lists FBX and MBV export, runtime integration with Unreal Engine and Unity, and a text-prompt feature called SayMotion, and notes occasional foot sliding and a need for clean rigs. The same review gives conflicting prices in different places (a $29 to $199 per month header, $29 and $39 plan names, and a $17 to $39 verdict), and Cinevva’s September 2026 guide reports a free 60 seconds a month for non-commercial use with paid plans from about $15. Cinevva sells a competing tool, and DeepMotion’s own pricing page showed no figures in the text we could read, so check it before budgeting. The 3Dnext percentages (90 percent keyframing reduction for walk cycles, realistic weight and dynamics “in 80% of cases”) come with no stated method. The same Cinevva guide lists Plask (free 15 seconds a day, Standard at $18 a month billed annually) and Rokoko Vision (single camera free, dual camera paid) as other routes; those are its figures, not checked here.

Text and character-specific generators. Anything World auto-rigs an uploaded model, applies template motions, and takes natural-language commands, per a 3Dnext review that rates accuracy at 75 to 85 percent for basic motion and 65 to 75 percent for complex, without explaining how those numbers were produced. It lists FBX and GLB output and says the Pro price is not public, which no longer matches the vendor. As of November 2026, anything.world/pricing redirects to an everythinguniver.se pricing page framed around Anything World for Unity. It lists Individual at $0 (students and personal use, under $100K revenue or funding), Micro at $50 a month, Pro at $250 a month and custom Enterprise; it does not say whether those tiers cover the web tool. Meshy’s API lists Text to Motion at 10 credits (prime) or 3 (swift). Tencent’s HY-Motion 1.0 generates skeleton-based human motion from text; its README lists minimum VRAM of 26 GB for the standard model and 24 GB for the Lite model (not counting the optional LLM prompt-rewriting step), and asks for English prompts under 60 words focused on the movement of limbs and torso. It is published under Tencent’s own community license rather than a general open-source one. That license does not apply in the EU, UK or South Korea, treats use of the model or its output outside its territory as unlicensed, requires a separate license from Tencent for an organization above 1 million monthly active users on the release date, and bars using output to improve other AI models. The same license says Tencent claims no rights in outputs you generate. We cannot say how any of these look on your character.

Hand animation and AI-assisted posing. StraySpark describes Cascadeur’s auto-rig as “OK but not great”, values its physics-based pose correction and clean animation export, and gives about 30 minutes for a useful 2-second pose-to-pose, which it calls an animation-authoring workflow rather than a comparable rigging time. That is the author’s own estimate from one workflow. It reflects a truth the tools themselves rarely say: custom motion still costs human time. Cascadeur’s own plans page matters for budgeting: the Free plan exports only .casc, not FBX or DAE, and is non-commercial; Indie adds FBX and DAE export under a $100,000 yearly revenue limit; Pro lifts the commercial limit and is the tier where the page lists animation retargeting. The page listed Indie at $19 a month or $8 billed annually and Pro at $49 or $33 billed annually, while still showing a discount banner dated 16.06 to 24.06, so confirm the current price.

Choosing, in plain terms

You need Start with Why (documented) Watch for
Walk, run, idle on a standard biped The library in your rigging tool Rates are published per clip; no footage or keyframing needed Locked to that tool’s skeleton
A set of motions with no vendor plan Mesh2Motion Free, with CC0 animation assets per its repository Import formats conflict between its site and README; see the alternatives page
A specific action you can film Video-to-animation Turns your own footage into FBX Foot sliding; clean rig needed; price confusion
Quick placeholder from a sentence Text-to-motion Meshy and HY-Motion document it; 3Dnext reports DeepMotion’s SayMotion Accuracy figures come only from a third-party review, with no method published
Hero or signature animation Hand keyframing, possibly with physics-assisted posing such as Cascadeur You control the result; StraySpark values Cascadeur’s pose correction Time (StraySpark’s own estimate: about 30 minutes for a 2-second pose-to-pose); FBX export needs a paid Cascadeur plan

What a basic clip set costs

Clip costs are easy to compare if you fix the number of clips. The inputs below are a labeled example, using published rates as of November 2026, for a character needing 10 library motions.

Tool and route Rate 10 clips
Meshy API, presets 3 credits per action 30 credits; Meshy bills per action, up to 10 actions per request
Tripo API, Animation Retarget 10 credits per animation; 1 credit is $0.01 100 credits, or $1.00
3D AI Studio presets 15 credits per preset 150 credits

Rigging is billed separately, retries are extra, and credit prices change often. See the Meshy and Tripo pricing pages and the 3D AI Studio review for plan arithmetic. Never treat credits for animation as free on a paid plan without reading the current page: the web app and API figures for the same tool can differ.

Make the rig carry the animation

Animation quality is capped by the rig. If hips or shoulders deform badly in an idle pose, a better clip will not fix it. Run the checks in the auto-rigger protocol first, with two shared clips applied to every candidate. Meshy’s text-generated clips add a specific constraint: its API says the rig must be a biped for motion_task_id, and that the Text to Motion files are kept for 3 days, so apply a clip before then.

Retargeting is the step that decides whether a library clip survives a move between tools. Bone names alone are not enough in every engine.

Destination What the docs require The trap
Godot 4.7 A BoneMap and SkeletonProfile in the scene importer Docs say you “can’t share animations between multiple Skeletons just by using the same bone names”
Unity 6.0, Humanoid An Avatar mapped from at least 15 bones “Character not in T-Pose” needs Enforce T-Pose
Unity 6.0, GLB glTFast animation through the legacy Animation System only Mecanim is not marked supported in the 6.0.1 feature table
Roblox One animation track per export; up to 4 bone influences per vertex Each extra clip needs a separate export

The full settings are on the Godot, Unity and Roblox pages. Before buying credits for a whole set, export one clip to your engine, and look at it on the character at gameplay distance.

When a clip looks wrong

Symptom Likely cause, and the documented option
Limbs twist on a retargeted clip Bone rests differ; in Godot, Rest Fixer > Overwrite Axis
Character slides at the feet Reported for video mocap (3Dnext); for shared moving clips in Godot, Normalize Position Tracks
A-pose character deforms badly Godot’s Fix Silhouette; Unity’s Enforce T-Pose
Clip moves the character away from the origin Root motion; in Unity Generic rigs, set the Root node
FBX missing from a Meshy text-motion result The API can produce GLB-only retargets, leaving animation_fbx_url empty

What is unknown

How any of these sources look on an AI-generated character in a real engine; whether retargeted library motion survives non-standard proportions; whether Anything World’s published tiers cover its web tool; and DeepMotion’s current plans. For replacing Mixamo’s rigger as well as its library, see Mixamo alternatives. This page belongs to the rigging section and will be updated when those are measured.

Sources

  1. Tripo animation retarget docsPrimary · read 2026-11-08
  2. Meshy API pricingPrimary · read 2026-11-08
  3. Meshy web app pricingPrimary · read 2026-11-08
  4. Meshy API: AnimationPrimary · read 2026-11-08
  5. Tripo developer docs: pricing and creditsPrimary · read 2026-11-08
  6. 3D AI Studio docs: FAQPrimary · read 2026-11-08
  7. 3D AI Studio docs: RiggingPrimary · read 2026-11-08
  8. Mesh2Motion sitePrimary · read 2026-11-08
  9. Mesh2Motion GitHub repositoryPrimary · read 2026-11-08
  10. Tencent HY-Motion 1.0 READMEPrimary · read 2026-11-08
  11. Tencent HY-Motion 1.0 Community License AgreementPrimary · read 2026-11-08
  12. Anything World pricing (redirects to everythinguniver.se/pricing)Primary · read 2026-11-08
  13. DeepMotion pricing (no figures in the returned text)Primary · read 2026-11-08
  14. Cascadeur plans and pricingPrimary · read 2026-11-08
  15. Godot docs (4.7 stable): Retargeting 3D SkeletonsPrimary · read 2026-11-08
  16. Unity 6.0 manual: Rig tab Import Settings referencePrimary · read 2026-11-08
  17. Unity 6.0 manual: Importing a model with humanoid animationsPrimary · read 2026-11-08
  18. Unity glTFast 6.0.1: FeaturesPrimary · read 2026-11-08
  19. Roblox Creator Docs: Modeling specificationsPrimary · read 2026-11-08
  20. Cinevva: Best AI Animation Generators for 3D Characters in 2026 (published September 5, 2026; sells a competing tool)Secondary · read 2026-11-08
  21. 3Dnext: DeepMotion reviewSecondary · read 2026-11-08
  22. 3Dnext: Anything World reviewSecondary · read 2026-11-08
  23. StraySpark: AI Auto-Rigging Showdown 2026Secondary · read 2026-11-08